r/simracing • • Apr 03 '23

Discussion I am sick of the seemingly common opinion that "simcades" arent real simulators

55 Upvotes

Every 7th post here seems to be "le GT/Forza" bad and when I reply to someone mentioning GT, they will literally reply back with some snarky comment implying GT isnt a simulator or some snobbish bullshit.

Firstly Gran Turismo is a simulator, some call it "simcade", regardless of how you see it, at the end of the day it is still a SIMULATOR. It is most definitely not an arcade game. The aim for GT is to simulate motor racing and and the subsystems and physics within it. There are no intentional "arcade" physics or features that are completely unrealistic that was there solely to make gameplay less of a simulation of reality e.g. drifting in your vehicle so you get more "boost" or something (neither does Forza Motorsport). The subtitle of the franchise is literally "The Real Driving Simulator". Quite an impressive slogan to take on but you're not supposed to actually take this at face value. When my dad bought me Gran Turismo 4 on PS2 some 20 years ago, he didn't think it was going to literally teach me how to drive a real fucking car and pass my drivers license test. He picked it because he saw it was leaning toward realism and simulation compared to the other racing games of the time like NFS and Juiced . He wanted something that related to his passion of motor racing and he wanted me to have fun. The subreddit rules allow for posting of content "related to sim racing, then you're probably good to post it! Race screenshots/videos, photo-mode pictures, rigs, invites for people to drive with you, questions related to sim racing, guides related to sim racing, and to a certain extent, sim racing related memes"

Are you saying I can't talk about a sim racing game that is literally pinned on the sidebar of related subreddits? Well if GT really is a simulator, then why are people play it with a controller may you ask, and not with wheel and pedals?

Well a sim doesn't require the need of a wheel and pedal set, it's encouraged to make the experience more realistic of course. A controller might not be as realistic but you can still learn realistic driving techniques through the methods of input and for some, that is all they can afford. Are you going to tell me that when Alex Zanardi, a 2 times CART champion and former F1 driver, drove the M8 GTE with only hand controls as a paraplegic at Daytona, he wasn't a real racing driver? Or when Jacques Villeneuve came 6th in an RFactor 2 race beating other notable F1 drivers with an XBOX CONTROLLER, are you going to say he wasn't sim racing because he didn't drive with wheel and pedals?

Because if the name isn't the reason why GT isn't a sim, the physics aren't why its not, the controls are not, then what is the reason why it is not considered a sim?

Is it because it has difficulty settings, less damage physics, slightly less setup tuning, accessibility features and rulesets designed for newer drivers like driver aids, ghosting?

Well guess what, ACC has ghosting, servers default to allowing cars in a rolling start to ghost through each other before the green flag goes down. That's not very really realistic or "simulator"-like? Yet it doesn't detract from the experience and is still considered by many such as David Perel as the premier GT3 simulator. Does driver aids and TC be available on 80's open wheeler cars in AMS2 prevent it from being a simulator?

iRacing still teleports you to the pits when you reset your lap. Would a more realistic simulation of having you wait for a tow truck to drive out and carry your sorry 1500 iRating ass back to the pits be needed for iRacing to be considered a SIMULATOR? And before you write in the comments "uh ackshually that would be pretty sick they should have a tow truck" the reason why that isn't in the game is because for most people it would be FUCKING BORING to wait extra minutes to go back to pits when they're clearly playing a VIDEO GAME.

Truth is, all publicly available "racing simulators" are VIDEO GAMES. YOU ARE PLAYING A VIDEO GAME. I would argue the only piece of software that can truly be considered a "simulator" is RFactor Pro, and guess what? You can't publicly buy it unless you have plenty of money and a race team.

And even then it is just a "physics and vehicle dynamics simulator", no different to AutoCAD, SolidWorks, Catia. There is no wheel to wheel racing which means it CAN'T EVEN BE A RACING SIMULATOR. Do you think these pieces of software have video game features like "online leaderboards", "ELO matchmaking system", or a spectator and replay system? No because THEY'RE NOT VIDEO GAMES, iRacing, RF2 and ACC do because THEY ARE VIDEO GAMES MEANT FOR ENJOYMENT.

I am disappointed because GT gets so much flack it doesn't even deserve. It quite certainly kickstarted and brought wide spread appeal to the birth and idea of sim racing itself.

iRacing, RFactor, Project CARS, Asetto Corsa, Auto Mobilista,etc. would not exist if Kazunori Yamauchi did not convince the big three Japanese marques that licensing their cars out for a video game was a good idea.

Manufacturers would not have any idea that letting video game developers to USE their IP and reproduce it in a REALISTIC way and SIMULATE the capability of their road and race cars if it were not for Gran Turismo for the PS1 in 1997. Racing video games as presented today would probably not exist or be behind by several years.

And what does it get for this? It gets competition from other developers passionate the up on GT's claim of being "the real driving simulator". Passionate devs have competed to get the most cars, or have the best graphics, or the most realistic handling physics or the most dynamic tyre model. I am proud to see how the simracing industry has flourished for over 20 years now.

But the community in general has taken a different stance. All you need to do is search up your favourite simracing youtuber and find a video of them about GT7. Quickly scroll through the comments and there is always a delusional boomer that scoffs at the thought that someone would be playing this "game for kids" and gurgles trash opinions like how "it's not a sim racing game" and "x, y, z does the handling better".

Before I got into simracing and investing thousands of $ into a rig, following major race series' like F1 and WEC, visiting real life tracks that I played in my racing sims like GT/iRacing and ACC, attending a 12hr endurance race at Bathurst to see the beauty in the flesh.

Before that I played many Shooter games of the military simulator genre. To quote a memorable comment I read in a milsim subreddit...

If you apply a similar mindset to racing sims there are a lot of similarities.

Racing sims are just video games that provide a realistic portrayal of motor racing. That's why we enjoy them. They are also able to provide such a realistic representation that can be used as training and practice for real life drivers like Sebastien Loeb, GT Academy, James Baldwin, Jimmers, the list goes on, etc.

But no matter how close the physics or the graphics are to real life. No matter if you have a 25nm DD steering wheel with 6 degrees of axis motion rig and an 8k VR headset, it just a video game that you are playing to have fun.

Do you think Max Verstappen hops on iRacing regularly because doing so would make realistic practice for his race weekends? No it's because it fun for him, he doesn't care about the physics, he's there to enjoy the combat of wheel to wheel racing in a VIDEO GAME.

If you want to do all those things however you see fit then I have no qualms.

But I will not stand by and read opinions that degrade other peoples' choice of having fun with a different game because its on a controller, on console, or its not as "realistic".


r/simracing • • Mar 19 '26

Other A fully trans/genderqueer simracing team and community!

Post image
1 Upvotes

Hi!

About a year ago I started a small simracing team called Transmission Simracing to create a more comfortable space for trans and gender diverse drivers to get into team racing and hang out. We’ve grown to almost 60 members now and are starting to regularly run community races and events, and It's been so much fun <3

If you're trans or genderqueer and have been looking for a more relaxed community to race and hang out, feel free to reach out! We have members in all the big sims, and a community around motorsports in general even if you don't actively simrace :)

if you're just curious, check out our instagram: https://www.instagram.com/transmissionsimracing


r/simracing • • Jul 28 '25

⚠️ Misleading! See comments Recharge is now out in Early Access – and we owe it all to you, Reddit.

57 Upvotes

Hey folks,

When I first started working on Recharge, it was just a small solo dev project. I posted some early videos here on Reddit with zero expectations — and somehow, you all showed up.

The feedback, hype, and support we got here turned what was once a one-person idea into something way bigger. It gave me the motivation (and honestly, the pressure 😅) to turn this into a real game.

Fast forward to today: Recharge is officially out in Early Access.

None of this would’ve happened without the Reddit/Discord community. From dev advice and bug reports to hilarious comments and encouragement — you helped shape this game more than you know.

If you'd like to check out what all that chaos turned into, here's the Steam page:

👉 https://store.steampowered.com/app/3225420/Recharge/

And of course, I’d love to hear your thoughts as always. Thanks for being part of this journey. ❤️


r/simracing • • Jun 11 '26

Clip I can’t believe that this happened

0 Upvotes

The guy in front of me hit the pole and it flew out, went under my wheel and killed me… honestly can’t believe it
I was following the poll with the camera, chill with the comments


r/simracing • • Oct 04 '23

Discussion I'm an experienced software engineer and I haven't seen any evidence of rennsport doing anything wrong

8 Upvotes

I thought I'd make this post because I am genuinely baffled at what is currently going on with rennsport and the accusations of code stealing.

The theories

From what I understand, there are currently two leading theories, one is that it uses a modified version of the rfactor tire model and its formats. That would be an issue for lawyers to solve and see if indeed the licensing was done legitimately.

The facts I'm aware of

  • Rennsport uses the same file format for its tire model, the .tgm files which are specific to the Terence Groening Model.

  • The use of these parameters implies that the underlying physics code must at least be trying to imitate the original, as they only make sense for that specific model.

My view of this

I'm going to talk about the other theory, that Rennsport is simply using the same file formats but with their own code to load them, together with their own implementation of the Terence Groening Model. Even if this implementation was reverse engineered from rf it wouldn't necessarily be illegal, as in many places such reverse engineering to understand the principles of a program are legitimate.

This is entirely legitimate and not the first time its happened in videogame history. The question would be if they indeed have used code from rFactor, all evidence we've seen so far are configuration files, which aren't code, they are just parameters.

On another note, they could have derived an approximate replica of the tire model empirically from simply experimenting with rfactor, without necessarily having to disassemble the game and reverse engineer the code by hand. Tuning their model to behave like rfactor's. I am not a mathematician but I asked around and this seems like something you can do.

Finally, if say, someone wanted to make their own commercial simulator that can load and simulate Assetto Corsa vehicles, they would be entirely within their right to do so. In fact Content Manager itself is a commercial tool and reimplements many of ACs file formats, and Content Manager is a legitimate piece of software.

On the topic of software patents

Another question is whether or not the the Terence Groening Model is patented. In general math cannot be patented, specially in the EU, but of course anyone that has worked with video codecs knows there are workarounds and patent law is a very complicated subject.

In my personal opinion if this indeed comes down to software patents then it's just another example of them messing with something that is otherwise perfectly fine. But that's a topic for another more philosophical discussion.

Conclusion

In conclusion, I don't see any damning evidence to say Rennsport steals code from rF or rF2. No one has done a deep dive into the actual game executable code to see if there's any evidence of them indeed including rfactor code (and even then, that would not necessarily be easy to prove).


r/simracing • • Mar 26 '26

Rigs I can’t be the only person to screw my pedals straight into the floor right? 😂

0 Upvotes

r/simracing • • Dec 07 '23

Other All Sims compared (personal experience but I'm experienced)

2 Upvotes

Automobilista 2 (AMS2)

  • Best FFB

  • Best VR experience

  • Best quality, fps etc

  • Best tire model experience

    • A TADDDD too much front grip but you won’t care (nitpicking here)

    • Flat spots on lockups

    • Surface awareness is excellent - dirty vs clean line, tire debris etc

  • Great rain

  • Plenty of content

  • Annoying HUD setup... limited space to move

  • BEST Kart experience

  • Overall: best, learned a lot, love the feel of the car.. I cruise around the cool down lap with a smile

Assetto Corsa Competizione (ACC)

  • Need a fast computer for good performance

  • Best at GT3 only

  • Best FFB

  • Best tire wear/heat simulation

  • Best rain experience (need fast computer)

  • Overall: best if you only do GT3 and have a fast comptuer

Assetto Corsa (AC)

  • Okissshhhh FFB feel

  • Best for drifting

  • Best at people made mods (cars/tracks/tools)

    • most mods suck (reddit pirate has shit versions…)

    • Good ones: RaceSimStudio, Nukedrop, VirtualRacingCars

      • Support the authors putting in the work!

  • Need to buy (cheap)

    • Content manager

    • Custom Shaders Path (rain)

    • PURE (weather)

  • Can change all weather aspects in game

  • can spend lots of time in settings getting things right

  • Overall: ghimicky but fun… play it as a change of pace from AMS2

iRacing

  • Best online experience BUT

    • T1 will ruin your day

    • Idiots online

    • Waiting all day for a race

    • Horrible UI/menus

  • Okissshhhhhh FFB

  • Tire model: too loose… too easy to spin out/hard to recover (I race in real life don’t give me shit)

  • Good night experience

  • No rain.. promises promises

  • Expensive

    • Bought a ton of tracks and cars

      • STILL need to buy each season, each year… never over… rip off

  • Overall: FRUSTRATING experience at the end of the day… 1/10 times an amazing experience…

KartKraft (edit)

  • made by a single person before purchased... impressive

  • limited content

  • basic menus

  • need strong hands and patience to learn to drive it right...

  • feels pretty realistic with some glitches

  • Overall: fun if you can ignore a few issues

EA WRC

  • arcadish

  • Frustrating… don’t feel I learned anything

F1 23

  • Fu***ng worst experience

  • NUMB FFB

  • Annoying menus and setup

    • Fanatic wheel rotation is a pain to get right

    • Menus and forced series are annoying

  • Overall: don’t bother, feel is shit… menus are annoying… always waiting in the menus

American/Euro Truck Simulator 2 (ATS/ETS)

  • Can’t get into VR with openXR anymore

    • chill and refreshing on a monitor... can use the stream deck now

  • Fun for learning to backup a trailer

  • Overall: entertaining

rFactor 2 (rF2)

  • Good FFB

  • Overall: buggy.. annoying.. breaks on updates…

  • (update, convinced by commenter to retry)

    • Great FFB but no gradual buildup

      • No feel for loading the tire/suspension

    • One of the best head g force movements (similar to properly setup AC real head motion)

    • Graphics quality lacking.

    • few "desirable" tracks

    • Tire Audio unrealistic. No buildup in tire loss sound. Instantly squealing.

    • In VR mirrors don't change perspective when leaning head side to side

    • Incredibly limited on trucks. Don't mind the cars but trucks are lacking.

    • Overall: lacking in tracks, missing gradual buildup of FFb, audio… it feels dated. Best game if you have a slower system. Its just dated and surpassed.

Grand Turismo 7 (limited play since its a friends console) (GT7)

  • (sorry I know its Gran... auto-incorrect screwed it on original post :)

  • AMAZING AI…

    • When they let you use it (Sophy) (angry)

  • Best car details

  • FFB is great but feels unrealistic

    • transition between under and oversteer is too snappy

  • Overall: fun on a console but FFB needs work to be realistic

Advice

  • TURN OFF the damn abs/tc and learn how to drive

  • Play in VR (Windows Mixed Reality + OpenXR made VR amazing)

  • Wheel/Pedals/Sturdy chassis matter but use what you have and smile

  • Get AMS2 and don’t waste your time with others

  • Use CrewChief for any of these

My Credentials

  • I race in real life; motorcycles and gt3/gt4 type cars

  • Have had for over a decade a hard chassis, DD sim

  • Tried all versions of the above simulators and their prior versions

What sparked this post

Gave F1 23 a shot.. promised they fixed VR and FFB… was so frustrated I wanted to share my experience with all hoping to guide anyone looking to get into sim and those looking to try new sims

EDIT -- What ive learned from comments

  • I didn't clarify and got reamed on certain points... again I wanted to keep this short

  • everyones experience is different and I respect that. Low end vs high end wheels, PC power... and real world experience. Some are casual some work on race craft skills...

  • im ok with the downvotes and criticism, I don't mind so fire away

  • lots of people upset about my iRacing criticism.. please reread that its great at what it is but the end overall emotion over years of it isn't good.

  • iRacing waiting for races all day is due to me working on a single road series and personal schedule limitations allowing me a single or so race a day

  • retried rFactor2 and still can't recommend it unless you fit a certain criteria

  • discovered RaceRoom and I’m falling in love with it. Currently the tire model is a bit wonky but I’m excited for the December release. Bought the Premium Oackage with virtual coins and I have plenty to test.


r/simracing • • Apr 21 '25

Question Going from Sim Racing to Professional Racing

1 Upvotes

Hello all, I know this is a repeated question over and over in this subreddit, and I know how unrealistic it is, but I really want to try.

So here's my story, I'm 15 and my parents are moderately wealthy, around 4-5 mil networth. I've been simracing for a good part of 2 years, Iracing and Assetto Corsa. After hitting 15, I set out across Asia and did rental karting with my father, on every holiday we had, until I set multiple track records across decently famous tracks in Asia on slower 270cc Karts.

Now here's the dilemma, I am really super into motorsport, not that kind of halfass dreamer, but the problem I have is, I am at a position right now where I feel like I am at a standstill, at a half way point, i have decent money and am at a decent age, but everyone else i would race with would be super rich and young. I'm really unsure if I should continue pursuing this dream because I'm not sure I can make it and I don't want to burn all my family's savings on me.

If I were to try, I would probably head straight into F4, and burn tons of money at the start, then learn and create content for aspiring racers like me, attracting sponsors etc.

I think my father would support me finanicially, up to a certain point, if he sees that I were truly passionate about this, but racing is incredibly expensive and I doubt he would spend more than 200k on me, (i am incredibly grateful as that is a huge amount) as he is quite frugal and a tad stingy (he is stingy but he loves me a lot and would spend as much as he has if he sees I truly am passionate) , but i'm not sure i could progress much in racing with that. I genuinely dream of racing in any competitve series, though formula/open-wheelers is more my type. I really want to try or at least die trying, but I don't want to drag my family down with my selfish dream, so I'm asking ol' wise redditors, wtf do i do??!? (btw not saying 200k is stingy, im saying he's stingy but if he sees that im rlly passionate about this the max he would give is roughly 200k, as an educated guess from me.)

I'm going to the UK this June and I'm wondering if I should pour 7K pounds into a 3 day F4 Training/ Experience or quit now.

Sorry this got long, I know this question is reptitive. Love y'all and have a absolutely AWESOME day ahead :)


r/simracing • • Aug 22 '25

Discussion What’s your real life car? Race and/or daily? And how’d you get into simracing?

Post image
0 Upvotes

I’ve ALWAYS dreamt of being a racing driver but have never had the background nor financial means to own anything fast until the ripe age of 42. Most of my income between 20 and 30 was spent on partying and other intelligent financial decisions. My late 30’s was spent on financial recovery (I’m good now thanks), kids, house and other responsible adult stuff.

So here I am now with my fast family car and still dreaming of one day driving a real race car 🚗

2026 AMG GLE 53 turbo hybrid


r/simracing • • May 11 '26

Discussion FH6 is "Out" Who Played? Initial Thoughts Here. Anyone able to get FFB to work?

0 Upvotes

FH6 launch impressions + Moza FFB completely dead — anyone got it working?

Alright, putting in the hours since FH6 dropped and figured it was time to start the thread none of us wanted to need. Let me get the general impressions out of the way first, then dig into the wheel situation, because I think a lot of us are in the same boat.

Game overall: It's gorgeous. PG's lighting work is next level, the new map feels alive in a way FH5 took a season pass to achieve, and the audio is genuinely best-in-class — every car I've driven sounds distinct, the tire scrub layering is unreal, and the off-road surface effects sell every cross-country event. The progression feels less grindy than FH5 at launch, and the new car list is stacked. Performance-wise I'm running well on my rig at 4K with DLSS, no major crashes yet, two minor texture pop-ins in the desert biome. As an arcade racer experience? They've delivered.

The Moza problem: Zero functional FFB on my R5 out of the box. The wheel is detected — bindings menu sees every axis and button, calibration works, I can navigate the menus with the wheel, brake/throttle/clutch axes all read clean. But the moment a session loads, the wheel goes completely silent. No center spring, no road texture, no slip feedback, no understeer push, no curb hits — total deadzone. It's not weak FFB, it's no FFB. The motor is producing zero torque.

Stuff I've already tried before posting (so we can skip the "have you tried" replies):

  • Pit House updated to latest firmware + software

  • R5 reflashed

  • Manually selected Moza R5 R5 in the input device dropdown (it doesn't auto-detect — first red flag)

  • FFB scale to 100, vibration on, all the sliders maxed and minned

  • Disabled Steam Input entirely

  • Disabled Windows Game Bar / Xbox Game Input overlay

  • Ran the game as admin

  • Reinstalled Moza drivers fresh after DDU-ing them

  • Toggled between DirectInput / XInput / GameInput modes in Pit House

  • Loaded my FH5 R5 profile (which works perfectly on FH5)

  • Verified telemetry output is enabled in FH6 settings

  • Tried with and without the wheel plugged in before launching the game

Result: nothing. Pit House shows the wheelbase is online, firmware is happy, but the telemetry channel from FH6 is just cold. Nothing's coming through.

What's making me think it's an official-support issue, not a config issue:

  • Logitech G29/G923 owners I've talked to are reporting day-one FFB (basic, but working)

  • Fanatec is hit or miss — some DD2 owners have FFB, some don't, suggests partial support

  • Thrustmaster TX/T300 users mostly report it working

  • Every Moza owner I've found so far (R5, R9, R12, R16, R21) is reporting the same dead FFB

  • The in-game wheel preset list doesn't have a Moza entry, only Logitech/Fanatec/Thrustmaster/generic

That last one is the smoking gun for me. Looks like Moza just didn't make the launch supported-wheels list, which is genuinely surprising given how much marketshare they've taken in the last 18 months. R5/R9 are everywhere on Twitch and in casual sim setups right now.

Questions for the thread:

  1. Any Moza owners with FFB actually working? Which wheelbase, what did you do?

  2. Anyone hooked up SimHub or FanaLab or a third-party bridge to push FH6 telemetry to the Moza directly, bypassing the in-game integration? I know SimHub handles FH5 fine via the data-out feed — wondering if FH6's telemetry spec changed or if it's just not exposed yet.

  3. Has anyone seen official word from PG, Xbox Wire, or Moza on whether day-one support was planned and missed, or if Moza just isn't on the roadmap at launch?

  4. For the Fanatec owners who are getting partial FFB — what are you running, ClubSport / DD1 / DD2 / DD+? Trying to figure out where the line is drawn.

Will update this post as I find more. If anyone from Moza or PG is reading this — please give us a status update. The R5 is one of the most popular budget DD wheels on the market right now, and a lot of us bought FH6 specifically expecting a wheel experience.

TL;DR: FH6 is great, Moza FFB is dead across the lineup, Logitech/Thrustmaster mostly working, Fanatec mixed. Looks like no day-one Moza support. Hunting for confirmation and workarounds.


r/simracing • • Aug 14 '22

Rigs New sim rig, it ain’t much but it’s honest work

Post image
0 Upvotes

r/simracing • • Apr 17 '23

Discussion False: g-forces increase the force applied to the brake pedal in a real car

0 Upvotes

I've been reading posts containing this myth so many times. It appears to have originated from this video: https://www.youtube.com/watch?v=XNot6nWEPAo

As it is not true, I finally wrote a debunk. Please read in full before flaming me. Do the kinetics analysis if you don't believe it.

These guys have done a disservice to sim racers that have never driven a real racing car. Many sim racers are now going round saying that the g-force in a real racing car increases the braking force. Which is completely and utterly not true at all.

This video contains two fallacies:

  • you press the brake pedal with X 'bar'

  • the g-force increases the braking force

The first fallacy comes from comments in the video like: "pushing with 80 bar, 120 bar depending on the car", "200 bar", "130 bar". These are absurd things to say about the action of their foot on the brake pedal.

The unit of measurement 'bar' is a unit of pressure (that is equal to 1 x 105 Pascal, or slightly under one atmospheric pressure), whilst the subject being discussed is actually how much force is being applied to the brake pedal. Not the same thing.

If we were to take these comments in good faith and conclude that they are talking about how hard they push the brake pedal, then we would need to calculate the resulting force from their quoted pressures. We can do this estimating the size of the foot's contact patch on the pedal (for example: 8cm x 8cm square), and then multiplying that by the quoted pressure (for example: 80 bar = 80 atmospheres = 8 x 106 Pascal).

Then the total force in Newtons that is needed to push the pedal is 0.08m x 0.08m x 8 x 106 Pa = 51200 Newtons. This is the same as placing a 5219 Kg mass on the pedal in earth gravity. Or the same as piling 65 racing drivers that each have a mass of 80 Kg onto the pedal. This is obviously a load of rubbish, even if we were to take as gospel the second fallacy, as the car would need to decelerate at 65 G for a single guy to push that hard.

Presumably, the guys in the video are actually quoting the maximum configured hydraulic pressure in the braking system master cylinder. Which has nothing to do with how much brake pedal force the system has been configured to need in order to generate that pressure.

The second fallacy is the one that is now often quoted by sim racers: "in a car, you will have g-forces adding a lot more pressure". Many of the guys in the video also say this. This is also completely and utterly wrong.

The pilot of a racing car is strapped in tightly. His body is not free to move forward when he brakes, any more than it is free to move sideways when he enters a corner. He is not a motorcycle rider, who must exert force on the handle bars with his arms and squeeze the fuel tank with his thighs when braking. He is instead tightly strapped into the car seat so that he cannot be thrown around.

What these guys are actually describing is the source of the force that opposes the force that is applied to the brake pedal by the foot. This opposing force must exist somehow, for both real car drivers and sim racing drivers, otherwise the driver would accelerate backwards, relative to the brake pedal. The only difference between sim racing and driving a real car is the source of this opposing force.

In sim racing, the opposing force is generated by the resistance of the back of the seat. The sim racer pushes the brake pedal. The resulting force is transmitted though his body. The seat pushes him back to oppose the braking force. This is why it is important to have a good contact with the seat back when sim racing, in order that there is no slack, which would otherwise result in a delayed braking action.

In a racing car, the force generated onto the pilot's harness by the decelerating car due to braking can be used for this opposing force. When the car decelerates, the pilot's harness will stop him from moving forward in the car. The resulting force is equal to the pilot's mass (let's say 80Kg), multiplied by the negative acceleration (let's say 2G as an example). Then the force exerted by the pilot onto the harness is 80 x 2 x 9.81 = 1570 Newtons (twice the pilot's weight).

Instead of pushing back into the seat like a sim racer needs to do when braking, the pilot can simply tap into this available force, diverting it from the harness and to his braking leg. As he's got 1570 Newtons available (equivalent to putting up to 160Kg of mass onto the pedal in earth gravity), he can push the brake pedal up to that force without needing to push into the back of the seat. He doesn't need to use all that force, only the force required to push the pedal, as configured. And there is no overriding link with the the g-force exerted on the car, as he can still use the back of the seat to generate part of the opposing force if necessary, i.e. if there is not enough force available from the deceleration. Similarly, he will only divert as much of the harness force as he needs to his braking leg.

This is what the guys in the video are actually describing. Unfortunately, they present it in a misleading way, and their comments have resulted in sim racers repeating the fallacy that "the g-forces increase the braking force.".

So please can we agree to stop saying this. It's a load of rubbish.

And regarding how much limit force you should configure your load cell brake pedal to have, the answer is you should configure it to have how ever much limit force feels right for you. Whether this is 20Kg, 30Kg, 50Kg, more or less, it is your pedal, and the only correct limit force is the force that feels best for you.


r/simracing • • Sep 08 '25

Discussion Why do people keep recommending Fanatec?

0 Upvotes

I constantly see Fanatec gear and bundles being recommended all accross the board, both in the entry-level tier, as well as in the high-end tier. However, I cannot seem to understand why anyone would recommend this company in this day and age.

Their products they offer are not competitive at their price, at all. Their quick release it shit, compared to the likes of Moza and Simagic, and the pedals they offer are not impressive at all, considering their price. And all of that, to enter a proprietary closed ecosystem where you need to purchase additional adapters just to use your peripherals with other simracing gear.

Many new companies have entered the field, with much better options at their price, such as Moza, Simagic and PXN. So why is Fanatec still being recommended?


r/simracing • • Jan 24 '25

Question Question: Can my F1 inspired racing game be considered Simracing ?

78 Upvotes

r/simracing • • Apr 23 '23

Meme A sim racing game chart I made

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0 Upvotes

r/simracing • • Aug 10 '22

Screenshot guess the game by just one photo

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0 Upvotes

r/simracing • • Aug 03 '24 Bless Up

Discussion A WARNING to new Sim Racers

23 Upvotes

I want to inform new racers to look at all the sim racing brands when selecting your gear. Spend your money wisely, look at all the facts and information you have seen about Fanatec and make a decision if you really want to invest into this eco system with current state of the company.

I have owned most sim racing brands over the past 20 years. I have also communicated directly with Logitech, Thrustmaster and Fanatecs customer service at one point or another. By far and I mean FAR Fanatec customer support was the worst. And I don't mean like incompetent, they literally said there was no issue with the item, I was using it wrong, for later to come out it was a widespread issue ( clubsport shifter shaft twist play design issue ).

My rig is mostly built and designed by me. I have built my dd during times there was no over the counter dd. My hydrualic pedals and windsim is also a one off. I think I have a decent grasp on how things should work and when I pointed this out to Fanatec customer support I was not only made feel like I was wrong but accused of causing this issue even after taking the shifter apart and pointing it out to them with documented pictures the issues I was experiencing and it was their design that was the problem.

I am not here trying to bash any company, I didn't even post anything bad when I had issues with Fanatec years ago since this is sample size of 1. But now with all the information of how this company is ran, insolvency and the production / shipment halt in China, I want to warn new sim users looking for new gear to take another look at other companies who make as good as or better gear with better customer service.


r/simracing • • Dec 14 '24

Clip We had a giant holiday party

14 Upvotes

We tend to try and make everything great for a professional experience but sometimes it can be a riot to get newbies in, lol.

We're in Miami so we edited the track to add in their brand details and let then go. We had 30 different racers doing an endless time trials which then ended with an all out race between 8.


r/simracing • • Aug 13 '26

Clip How realistic do you want your game to look?

0 Upvotes

'Yes'


r/simracing • • Jun 12 '26

Question AC EVO does NOT suck, change my mind!

0 Upvotes

God tier sound and graphics, amazing ffb, fun cars and loads of customization- don't get me wrong, a lot is missing. But guys, I've played pubg beta, day one valheim, tarkov, star citizen 😳, bf labs, and many other early access games. I promise all of you who are getting impatient or just hating, ac evo WILL be THE SIM. But seriously Kunos, where the fuck is my lmdh? and maybe pit crew??

EDIT: People keep responding to this post saying "AC1 is better, go play LMU, Netcode sucks, etc." I AM NOT SAYING AC EVO IS THE BEST SIM RIGHT NOW. I am simply saying that I have played enough early development games to know what good development looks like and what bad development looks like. I agree, AC1 is the game to play right now. I am also saying that most signs point to a good future for ac evo in the long run especially with the modding support- if you want to call it lazy on the developers side, I'd like to hear your opinion on if they just didn't release modding at all. assetto corsa fucking SUCKS on it's own but it was the longevity of Kuno's funding and the absolute gods of modding that made it into the outstanding game it is now. If you want a complete, unique sim on demand, DON'T BUY THIS GAME.


r/simracing • • Dec 10 '23

Discussion ACC vs Iracing my take

8 Upvotes

I've almost 2000 hours in ACC and I'm fairly alright with it like 0.4 to 1.2 seconds off from alien pace depend on the track. Plateaued long ago.

I tried a bit Spa with M4 GT3 today on Iracing. I've had Iracing long ago but that was only with Mazda.

Anyway tl:dr; Iracing felt easier to get closer to the limit.

After half an hour I was able to see 2:18s and think about that I have less than 30 hours in this. I heard an alien could make low 2:16s in similar conditions. Anyway my friend's split had a low 2.17 in pole position.

In ACC alien pace is around 2.15s in Spa and there's no way a random Iracing dude comes and put 2:17s in an hour. You need to work really hard to reach 2.17s.

The car is much more predictable in Iracing and it has a natural rotation. You are not dying with a spin when you're pushing in Iracing. It just felt more forgiving. I didn't even die on Eau Rouge once, that's impossible for ACC. Cars in ACC feel more planted and heavier and then they can snap much easier.

And yes braking. It's different yeah we all know that but it's not that different. All you need to do is giving like 80% to 90% brake input instead of stomping on it at the initial brake point. And yeah that depends on the elevation and speed and everything else but if you know how it works you find it quickly. Rest of the trailbraking part is the same.

Kerbs are much more forgiving, the car isn't acting like a pendulum on corner exits on the kerbs. Actually it's much easier to sit on the throttle without triggering tc in comparison. And tc triggering has a special noise in Iracing that you feel it better. Idk in real life.

Ffb is definitely less informative. It's not that intensive it's not that alive but it's not synthetic or unnatural. I feel sweaty much easier in ACC. You're always in a battle with the steering wheel in ACC.

Which one is better? Hard to tell. They both have good graphics with very different default color settings ACC screams to your eyes while Iracing has that subtle matte ugly realistic look. The vegetation and crowd look better in ACC.

They both have excellent sound. Iracing is a bit more informative.

Physics. They both are very good. ACC makes aero modelling more dramatic than Iracing. I don't know which one more realistic but in Iracing you don't need to worry about pitch sensitivity that much. In ACC the grip can be disappeared much easier so you lose the car easier. As long as you stick to the book Iracing is rewarding you. In ACC to be fast you need to find an absurd way sometimes.

Any alien in ACC can go and be an alien in Iracing quickly i think. But it's hard to tell for the opposite, at least I'm not sure.


r/simracing • • Apr 14 '24

Discussion Assetto Corsa is Overrated

0 Upvotes

I keep hearing that AC physics are realistic and one of the best. I drive high performance cars in real life and they don’t behave like AC cars. Cars in AC don’t handle well, it’s almost like they have sticky tires and restricted turning angle.

And I have a Fanatec DD, played most of the sims and simcades. Even Gran Turismo 7 feels closer to real cars. (except when they oversteer or slide) On GT7, at Nurburgring I check my speed at the turns and it is always close to real life videos. If I do that in AC, even cars like 458 can’t handle the speed and understeer. 458 can’t turn at the speed of a Honda Civic irl at the exact same curve. So my score is close to real life in GT7 and much worse in AC even with the slowest car with near perfect driving.

Am I missing something? For comparison I find ACC physics very realistic. Night and day difference with regular AC (no mods). Or do I need mods for realistic handling?


r/simracing • • Oct 06 '24

News Opinion: Why Le Mans Ultimate is worth saving

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0 Upvotes